本文整理汇总了C++中HashTableIterator::next方法的典型用法代码示例。如果您正苦于以下问题:C++ HashTableIterator::next方法的具体用法?C++ HashTableIterator::next怎么用?C++ HashTableIterator::next使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类HashTableIterator
的用法示例。
在下文中一共展示了HashTableIterator::next方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: itemTemplateName
TEST_F(LuaMobileTest, LuaLootGroupsTest) {
// Verify loot group map loaded
ASSERT_EQ(LootGroupMap::ERROR_CODE, 0);
// Test Loot Items
HashTableIterator<String, Reference<LootItemTemplate*> > itemIter = lootGroupMap->itemTemplates.iterator();
while (itemIter.hasNext()) {
LootItemTemplate* lootItemTemplate = itemIter.next();
String itemTemplateName( lootItemTemplate->getTemplateName().toCharArray() );
// Make sure that no loot items have the same name as a loot group
EXPECT_FALSE( lootGroupMap->lootGroupExists(itemTemplateName) ) << "Loot item " << std::string(itemTemplateName.toCharArray()) << " has the same name as a loot group.";
// Verify that directObjectTemplate is valid
String directObjectTemplate = lootItemTemplate->getDirectObjectTemplate();
SharedObjectTemplate* templateObject = templateManager->getTemplate(directObjectTemplate.hashCode());
EXPECT_TRUE( templateObject != NULL && templateObject->isSharedTangibleObjectTemplate() ) << "directObjectTemplate is invalid in loot item " << std::string(itemTemplateName.toCharArray());
}
// Test Loot Groups
HashTableIterator<String, Reference<LootGroupTemplate*> > iter = lootGroupMap->groupTemplates.iterator();
while (iter.hasNext()) {
LootGroupTemplate* lootGroupTemplate = iter.next();
String groupTemplateName( lootGroupTemplate->getTemplateName().toCharArray() );
// Verify that group is not empty
EXPECT_TRUE( lootGroupTemplate->getLootGroupEntryForRoll(-1).length() > 0 ) << "No entries in loot group: " << std::string(groupTemplateName.toCharArray());
// Check loot group to make sure their chances total correctly
EXPECT_GT( lootGroupTemplate->getLootGroupEntryForRoll(10000000).length(), 0 ) << "Item total chance is less than 10000000: " << std::string(groupTemplateName.toCharArray());
EXPECT_EQ( lootGroupTemplate->getLootGroupEntryForRoll(10000001).length(), 0 ) << "Item total chance is greater than 10000000: " << std::string(groupTemplateName.toCharArray());
// Check that all loot group entries are valid
for( int i = 0; i < lootGroupTemplate->size(); i++ ){
Vector<String> parentGroups;
parentGroups.add(groupTemplateName);
String entryName = lootGroupTemplate->getLootGroupEntryAt(i);
checkLootGroupEntryRecursive(entryName, &parentGroups);
}
}
}
示例2: templateName
TEST_F(LuaMobileTest, LuaMobileTemplatesTest) {
CreatureTemplateManager::DEBUG_MODE = 1;
// Verify that all mobiles load
ASSERT_EQ(CreatureTemplateManager::instance()->loadTemplates(), 0);
// Verify loot group map loads
LootGroupMap* lootGroupMap = LootGroupMap::instance();
ASSERT_EQ(lootGroupMap->initialize(), 0);
HashTableIterator<uint32, Reference<CreatureTemplate*> > iter = CreatureTemplateManager::instance()->iterator();
while (iter.hasNext()) {
CreatureTemplate* creature = iter.next();
std::string templateName( creature->getTemplateName().toCharArray() );
// Verify loot group percentages
LootGroupCollection* groupCollection = creature->getLootGroups();
if( groupCollection->count() > 0 ){
for( int i = 0; i < groupCollection->count(); i++ ){
LootGroupCollectionEntry* collectionEntry = groupCollection->get(i);
LootGroups* groups = collectionEntry->getLootGroups();
if( groups->count() > 0){
int totalChance = 0;
for( int j = 0; j < groups->count(); j++ ){
LootGroupEntry* lootGroup = groups->get(j);
totalChance += lootGroup->getLootChance();
// Verify loot group is configured correctly
LootGroupTemplate* foundGroup = lootGroupMap->getLootGroupTemplate( lootGroup->getLootGroupName() );
std::string groupName( lootGroup->getLootGroupName().toCharArray() );
EXPECT_TRUE( foundGroup != NULL ) << "Loot group " << groupName << " from " << templateName << " was not found in LootGroupMap";
}
EXPECT_EQ( 10000000, totalChance ) << "Loot groups total chance is incorrect " << templateName;
}
}
}
// Verify weapon groups exist
Vector<String> weapons = creature->getWeapons();
for (int i = 0; i < weapons.size(); i++) {
String weaponGroup = weapons.get(i);
std::string groupName( weaponGroup.toCharArray() );
Vector<String> group = CreatureTemplateManager::instance()->getWeapons(weaponGroup);
EXPECT_TRUE( group.size() > 0 ) << "Weapon group " << groupName << " from " << templateName << " was not found in weaponMap";
}
}
}
示例3: itemTemplateName
TEST_F(LuaMobileTest, LuaLootGroupsTest) {
LootGroupMap* lootGroupMap = LootGroupMap::instance();
ASSERT_EQ(lootGroupMap->initialize(), 0);
//Make sure that no loot items have the same name as a loot group
HashTableIterator<String, Reference<LootItemTemplate*> > itemIter = lootGroupMap->itemTemplates.iterator();
while (itemIter.hasNext()) {
LootItemTemplate* lootItemTemplate = itemIter.next();
String itemTemplateName( lootItemTemplate->getTemplateName().toCharArray() );
EXPECT_FALSE( lootGroupMap->lootGroupExists(itemTemplateName) ) << "Loot item " << std::string(itemTemplateName.toCharArray()) << " has the same name as a loot group.";
}
HashTableIterator<String, Reference<LootGroupTemplate*> > iter = lootGroupMap->groupTemplates.iterator();
while (iter.hasNext()) {
LootGroupTemplate* lootGroupTemplate = iter.next();
String groupTemplateName( lootGroupTemplate->getTemplateName().toCharArray() );
// Check non-empty loot groups to make sure their chances total correctly
if( lootGroupTemplate->getLootGroupEntryForRoll(-1).length() > 0 ){
EXPECT_GT( lootGroupTemplate->getLootGroupEntryForRoll(10000000).length(), 0 ) << "Item total chance is less than 10000000: " << std::string(groupTemplateName.toCharArray());
EXPECT_EQ( lootGroupTemplate->getLootGroupEntryForRoll(10000001).length(), 0 ) << "Item total chance is greater than 10000000: " << std::string(groupTemplateName.toCharArray());
}
// Check that all loot group entries are valid
for( int i = 0; i < lootGroupTemplate->size(); i++ ){
Vector<String> parentGroups;
parentGroups.add(groupTemplateName);
String entryName = lootGroupTemplate->getLootGroupEntryAt(i);
checkLootGroupEntryRecursive(lootGroupMap, entryName, &parentGroups);
}
}
}
示例4: destroyRooms
void ChatManagerImplementation::destroyRooms() {
Locker _locker(_this.getReferenceUnsafeStaticCast());
HashTableIterator<unsigned int, ManagedReference<ChatRoom* > > iter = roomMap->iterator();
while (iter.hasNext()) {
ChatRoom* room = iter.next();
room->finalize();
}
roomMap->removeAll();
gameRooms.removeAll();
}
示例5: templateName
TEST_F(LuaMobileTest, LuaMobileTemplatesTest) {
CreatureTemplateManager::DEBUG_MODE = 1;
// Verify that all mobiles load
ASSERT_EQ(CreatureTemplateManager::instance()->loadTemplates(), 0);
// Verify loot group map loaded
ASSERT_EQ(LootGroupMap::ERROR_CODE, 0);
// Verify factions load
FactionManager::instance()->loadData();
ASSERT_FALSE(FactionManager::instance()->getFactionMap()->isEmpty());
// Load Templates
ASSERT_TRUE( TemplateManager::instance() != NULL );
if( TemplateManager::instance()->loadedTemplatesCount == 0 ){
TemplateManager::instance()->loadLuaTemplates();
ASSERT_EQ(TemplateManager::ERROR_CODE, 0);
}
// verify DNA manager loads
DnaManager::instance()->loadSampleData();
ASSERT_TRUE( DnaManager::instance() != NULL);
// Test Creature Templates
HashTableIterator<uint32, Reference<CreatureTemplate*> > creatureIterator = CreatureTemplateManager::instance()->iterator();
while (creatureIterator.hasNext()) {
CreatureTemplate* creature = creatureIterator.next();
std::string templateName( creature->getTemplateName().toCharArray() );
//Verify non-empty objectName is a valid string
String objName = creature->getObjectName();
if (!objName.isEmpty()) {
std::string name = objName.toCharArray();
EXPECT_TRUE( mobNames.contains(objName) ) << "Mobile " << templateName << " has invalid objectName: " << name;
}
// Check configured templates
Vector<String> objTemps = creature->getTemplates();
EXPECT_FALSE( objTemps.isEmpty() ) << "Mobile " << templateName << " does not have any templates configured";
int objectType = 0;
for( int j=0; j< objTemps.size(); j++ ){
SharedObjectTemplate* templateData = templateManager->getTemplate(objTemps.get(j).hashCode());
std::string objName = objTemps.get(j).toCharArray();
EXPECT_TRUE( templateData != NULL ) << "Mobile " << templateName << " has invalid template configured: " << objName;
// Check Template Genetics math to find invalid mobs
if (templateData != NULL) {
SharedCreatureObjectTemplate* creoData = dynamic_cast<SharedCreatureObjectTemplate*> (templateData);
if (creoData != NULL) {
}
}
if (objectType == 0) {
objectType = templateData->getGameObjectType();
}
}
// Verify that control device template is valid
String controlDeviceTemplate = creature->getControlDeviceTemplate();
if (!controlDeviceTemplate.isEmpty()) {
SharedObjectTemplate* controlDeviceTemplateData = templateManager->getTemplate(controlDeviceTemplate.hashCode());
EXPECT_TRUE( controlDeviceTemplateData != NULL ) << "Control device template " << controlDeviceTemplate.toCharArray() << " from " << templateName << " does not exist.";
EXPECT_TRUE( controlDeviceTemplate.beginsWith("object/intangible/pet/") ) << "Control device template " << controlDeviceTemplate.toCharArray() << " from " << templateName << " is not a pet/droid control device template.";
}
// Verify that faction is valid
String faction = creature->getFaction();
if (!faction.isEmpty()) {
EXPECT_TRUE( FactionManager::instance()->isFaction(faction) ) << "Faction, " << faction.toCharArray() << ", from mobile template " << templateName << " does not exist.";
}
// Verify level
int level = creature->getLevel();
EXPECT_TRUE( level > 0 ) << "Level is not a positive value on mobile: " << templateName;
// Verify hit chance
float hitChance = creature->getChanceHit();
EXPECT_TRUE( hitChance > 0 ) << "ChanceHit is not a positive value on mobile: " << templateName;
// Verify xp
int xp = creature->getBaseXp();
EXPECT_TRUE( xp >= 0 ) << "Xp has a negative value on mobile: " << templateName;
// Verify damage
int minDamage = creature->getDamageMin();
int maxDamage = creature->getDamageMax();
EXPECT_TRUE( minDamage > 0 ) << "Min damage is not a positive value on mobile: " << templateName;
EXPECT_TRUE( maxDamage >= minDamage ) << "Max damage is lower than min damage on mobile: " << templateName;
// Verify HAM
int minHam = creature->getBaseHAM();
int maxHam = creature->getBaseHAMmax();
EXPECT_TRUE( minHam > 0 ) << "Base ham is not a positive value on mobile: " << templateName;
EXPECT_TRUE( maxHam >= minHam ) << "Base ham max is lower than base ham on mobile: " << templateName;
// Verify armor
int armor = creature->getArmor();
EXPECT_TRUE( armor >= 0 && armor <= 3 ) << "Armor is not a valid value on mobile: " << templateName;
// Verify resists
float kinetic = creature->getKinetic();
//.........这里部分代码省略.........